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Make a mechanic. Please try to keep it somewhat balanced. Provide a couple cards as examples.

Mine is

"Stitched together"

It would only be on permanent cards but not auras or enchantment. Pay this card's mana cost and up to one other creature's mana cost, put both creatures on to the battlefield. They are melded. If a creature melded this way would die exile it instead.

Experimental hostage 1W Creature-Human2/2Whenever this creature dies you may discard a card then draw a card. "Stitch together"

Necromancer's Assistant 1BBCreature-Zombie2/3"Stitch together" costs one less for each melded creature you control. Sacrifice this creature. Search your library for two creature cards and put them into your graveyard.

Dr. Freidrech Ranfksteni1RUBLegendary Creature- Human Wizard2/4

You may "stitch together" creature cards from any graveyard.

Whenever you cast a spell, each player puts the top 2 cards of their library into their graveyard.

Obviously the theme is Frankenstein monster and I think it would fit well in Innistrad or Grixis if we ever see those worlds again. It fits themes and has roots in similar mechanics such as meld, unearth, undying and reanimatiom but it could open up a new way to play almost like dredge.

Just mentoning, the sttich together mechanic does not really work. "They are melded" means nothing. What is the advantage of having two creatures as one? Do they still have their own abilities? What is their P/T? Additionally, Experimental Hostage is completely out of color pie for white, same Frakenstein and red and Necromancer's Assistant is already a card.

I am yet to contribute to the idea though:

Runebound - When this creature enters the battlefield, you may return an instant or sorcery card with converted mana cost equal to or less than the creature's converted mana cost. If you do, sacrifice the creature.

Obviously a cool Wizard-tribal themed mechanic that forces you to choose between creature and spell. Example:

December 4, 2017
3:38 a.m.

Making a set currently based around Napeoleonic Era warfare (regiments, line etc with Fantasy Redcoats vs Fantasy French Foreign Legionairres, mainly because I love the uniforms and combat flavour of black powder single shot ranks)

The Redcoat themed army would be more based around having discipline and having their commanders on the field to keep order, represented flavourfully by the "Regiment" mechanic (as a rule of thumb this side would also have more legendary creatures).

Detachment is the flavourfully the idea of the flexibility and adaptability of the Legionairres guerilla tactics, allowing you to tailor what creatures you need for any situation.

Morale: [Regalian Drums] https://mtgcardsmith.com/view/regalian-drum?list=user Morale is a general keyword used by both factions and represents the war of the set as a whole, Morale represents individual objectives for you to reach on your side of the board to gain bonuses.

It checks for certain aspects of the game state to see if you are "winning" and if you are, rewards you accordingly. Morale is a fun mechanic to work with because you can check any state, Cards in graveyard, library, hand, on the field, creature sizes, numbers, types, card types in play etc.

Just wondering what people think of these ideas, any potential ways to balance, tweak or feedback in general would be much appreciated!

December 4, 2017
6:19 a.m.

December 4, 2017
7:55 a.m.

Build (Cost) - When you cast this Spell you may pay its Build cost. If you do reveal the top card of your library. If the revealed card is a Land card you may put it on the Battlefield tapped. Otherwise, add the revealed card to your hand.

Stonework Architect 1WCreature - Kor ArtificerBuild 2W2/2

December 4, 2017
8:43 a.m.

CaoJin, While those mechanics actually work, I think there are some problems with them:

Regiment - I really do not think it is really a good mechanic. The card is moderete at best without it and insane with it. It does not feel different enough from the liutenant mechanic that already exists. Additionally, thematically it is hard to work it too, not all legendaries are leaders.

Detachment - Incredibly hard to track - having an ETB 'choose one' creature is a nightmare to balance right. It reminds of evoke in that creatures have adaptability, but it is a really more convulted - I cast a single bird, but it comes on the battlefield as two tokens?Thematically, it does not make sense either - how do the creatures adapt to the situation before actually being part of it? Try reworking it as an activated ability instead.

Morale - I like it, but in small doses. What you mention "because you can check any state" is actually a detriment - you do not want players to stop playing in order to check several things and is qite prone to being forgotten. Additionally, making it check several things is confusing - think about other keyword actions - usually they all share the same activating conditions, but have different outcomes (think Tarkir block's Inspire or Heroic). That is done to reduce complexity.

December 5, 2017
8:08 a.m.

If a Creature leaves the battlefield this turn, and it is the same type but less CMC than a card with Mob, the Creature with Mob gains Power and Toughness equal to its P/T until the end of the next turn.

eg. A 1/1 Goblin that costs attacks and is blocked by a 2/2 Bear.

Next turn the Bear attacks and is blocked and killed by a 2/2 Goblin with Mob, which has now become a 3/3.

December 9, 2017
4:01 a.m.

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